| Clank | Purposeful Design: Permanent +1 to a chosen Experience | Efficient: Choose a long rest move on short rest |
| Drakona | Scales: Mark Stress to mark 1 fewer HP on Severe damage | Elemental Breath: d8 magic damage breath weapon (Very Close) |
| Dwarf | Thick Skin: Mark 2 Stress instead of 1 HP on Minor damage | Increased Fortitude: Spend 3 Hope to halve incoming physical damage |
| Elf | Quick Reactions: Mark Stress to gain advantage on reaction rolls | Celestial Trance: Choose an additional downtime move during rest |
| Faerie | Luckbender: Spend 3 Hope to reroll Duality Dice (1/session) | Wings: Fly; mark Stress for +2 Evasion against an attack |
| Faun | Caprine Leap: Leap anywhere within Close range as normal movement | Kick: Mark Stress on melee hit for 2d6 extra damage and knockback |
| Firbolg | Charge: Mark Stress when closing to Melee for 1d12 damage to all | Unshakable: Roll d6 when marking Stress; on 6, don't mark it |
| Fungril | Fungril Network: Instinct Roll (12) to communicate with fungril at any distance | Death Connection: Mark Stress to extract a memory from a corpse |
| Galapa | Shell: Bonus to damage thresholds equal to Proficiency | Retract: Mark Stress to retract; resist physical damage but can't move |
| Giant | Endurance: Gain an additional Hit Point slot | Reach: Melee range features treated as Very Close range |
| Goblin | Surefooted: Ignore disadvantage on Agility Rolls | Danger Sense: Mark Stress to force adversary attack reroll (1/rest) |
| Halfling | Luckbringer: Everyone in party gains a Hope at session start | Internal Compass: Reroll Hope Die results of 1 |
| Human | High Stamina: Gain an additional Stress slot | Adaptability: Mark Stress to reroll a failed Experience roll |
| Infernis | Fearless: Mark 2 Stress to turn Fear roll into Hope roll | Dread Visage: Advantage on rolls to intimidate hostile creatures |
| Katari | Feline Instincts: Spend 2 Hope to reroll Hope Die on Agility Roll | Retracting Claws: Agility Roll to scratch; success inflicts Vulnerable |
| Orc | Sturdy: Attacks against you have disadvantage at 1 HP remaining | Tusks: Spend Hope on melee hit for extra 1d6 damage |
| Ribbet | Amphibious: Breathe and move naturally underwater | Long Tongue: Mark Stress to use tongue as d12 Close Finesse weapon |
| Simiah | Natural Climber: Advantage on Agility Rolls for balancing and climbing | Nimble: Permanent +1 bonus to Evasion |